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Which perk needs a rework, and why?
Comments
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Unrelenting, it's literally a perk for newbies alone.
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Coup de Grace
Blood Favor just needs the cooldown removed, not a rework.
Coup De Grace actually needs a rework to function differently.
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I personally feel that monstrous shrine is the very worst perk in the game
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Coup de Grace
I want it buffed to become the killer's Dead Hard.
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Other (Comments)
I don't know the difference between a rework and nerf but DH could use a change. I just get annoyed when I'm chasing a survivor and they DH to a window or pallet where I would've downed them.
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Other (Comments)
None of them need a rework imo, but most of them could use some buffs.
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Other (Comments)
I think Babysitter. It just does not help in certain situations. It's like a perk if you don't have borrowed time. It also doesn't provide to the person being unhooked, they just leave no blood trails and scratch marks for 8 seconds. That does not do a lot.
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Coup de Grace
Coup De Grace is just not great. The thing how u can only get 5 tokens is annoying. Plus each token is a gen finishing.
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Hex: Blood Favor
This perk would be bad even if it wasn't a totem AND if it didn't have a cooldown. The best thing to do after getting hit is usually to bolt and make as much distance as possible, which entirely removes the purpose of this perk.
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where is Up the Ante on this list?
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Hex: Blood Favor
Please make this perk Hex worthy. Make it affect special attacks idk, increase its range to 24 or 32 metres. Just make it powerful enough to be considered a Hex perk.
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Desperate Measures
You need three people injured before desperate measures can overshadow Botany Knowledge. An increase to 16% per injured survivor, having it on-par with botany at two injured survivors and even better when everybody's injured, would really bring it into the healing meta. The only time healing needs to become a priority is to reset, and that usually happens when a lot of people are injured.
If I had the choice, I'd give it a secondary modifier; for every survivor on the hook or on the ground, gain a 5/6/7% increase to healing/unhooking speeds, in addition to the regular base 16% increase. It gives you healing at the time when you most need it.
And of course, an 85% increase to healing speeds (16x4+7x3) may seem mind-boggling, especially when used in conjunction with perks like botany, WGLF, or even resurgence, but that only happens in situations where you're already injured and everybody else is either slugged or hooked. It only steps up to these incredibly high values when it is most necessary. When you're desperate, you could say.
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